Dan Porter, CEO of OMGPOP, the makers of Draw Something, discusses how he created a game that was truly cooperative. Porter says when he couldn't find a way to create a game with winners and losers he made a game where everyone is a winner.

Seth Cooper, Creative Director of the protein folding game Foldit, explains that humans outperform computers in some pattern recognition tasks, which has helped scientists researching proteins involved in AIDS in monkeys.

Krishnan Saranathan, Managing Director of MileagePlus at United Airlines, discusses one of the oldest model of consumer gamification, airline rewards programs, and how United gets its loyalty program right.

Josh Kramer of the Leapfrog Group discusses changes they made to the Bing Rewards redemption system. Bing transitioned from physical rewards to stored online value, making rewards instant and less costly.

Beth Shiroishi, Vice President of Sustainability and Philanthropy at AT&T, discusses the importance of making educational games engaging, explaining that children “are living in a world where high quality entertainment is everywhere that they are, except in the classroom.”

Peter Shaw, Senior Director of Smart Energy Practice at J.D. Power and Associates, discusses his firm's research that shows that offering point rewards is the best way to get people interested in saving energy.

Citrix CMO Wes Wasson compares surviving the transition to a more social and gamified work world to surviving the sinking of the Titanic. Wilson argues that love and creativity will be key to staying successful.

Byron Reeves, the Paul C. Edwards Professor in Stanford University's Department of Communication, shows how scientists are measuring psychophysiological responses to arouse the productivity of employees at work. Reeves believes that by tapping into a brand narrative, employees will be more engaged, active workers.

Jon Radoff, founder of Disruptor Beam, discusses his company's adaptation of the hit HBO series "Game of Thrones", and explains why most game adaptations, as well as attempts at gamification, fall flat.

Keith Smith, co-founder and CEO of BigDoor, explains the problem of consumer "promiscuity" for internet sites. "If we can't get users to come back," says Smith, "then no amount of engagement, or anything else, is really going to matter."

Microsoft’s Karsten Januszeweski describes the surprising customer reaction when they added “negative achievements” to Microsoft Visual Studio, which were intended to alert users when they had done something wrong.

Tricia Gellman, Senior Director of Product Marketing for Data.com, explains that in a gamified environment, “bad apples” who dislike the rules of the system are bound to arise, and argues that it’s important to have a plan in place for dealing with them.

What's more rewarding -- eating a piece of candy, or the sense of anticipation you feel just before you eat it? As far as your brain is concerned, it's probably the latter. Cynergey's Kes Sampanthar explains what dopamine reveals about the neuroscience of motivation.

from GAMIFICATION SUMMIT 2011 --Jane McGonigal: Gamers Have Spent 5.93M Years Playing WoW

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About this conference

Gamification is radically changing the way companies do business, driving unprecedented engagement with customers, employees and stakeholders. Find out how your organization and marketing strategy will be transformed through the power of engaging design, and leverage these powerful new techniques to exceed your goals and beat the competition. GSummit (June 19-21, San Francisco) is the only event that brings together leading thinkers in the gamification, loyalty and behavioral engineering space. At GSummit, you’ll experience best (and worst) practices, see new products & ideas, disseminate data, and inspire each other to create a more fun & engaging world. Join companies like Microsoft, Salesforce, United Airlines, NBC, Recyclebank and more to learn how you can get your business in the game.

About Gamification Co

Gamification is a dynamic and exciting industry that brings together game mechanics and marketing to create engagement and solve problems.

Gamification Co is your one stop for the latest news, insight, research and commentary on gamification. Come here to find the best technology providers, read about the most exciting companies, attend one of our events and workshops, or just connect with experts.